Author
Topic: Auspice (Read 1647 times)

Gaia is the Mother, but werewolves also feel a powerful spiritual bond to her sister Luna. Whatever else happens, when the moon is in the sky, the Garou feel stronger. The influence of Luna provides a blessing at birth that guides each werewolf’s spiritual path. This path, this blessing, is called the auspice. An auspice is many things. It may influence the werewolf’s general personality traits, attitudes and interests; it strongly influences her duties in the pack. Her breed will shape her view of the world, and one day, her tribe will train her to fight the Wyrm. Her place in that fight, on the other hand, is shaped by something far more mystical. The phase of the moon at the instant of a werewolf’s birth determines her auspice, the role she is destined to play in Garou society. Every werewolf upholds one of these five aspects and receives mystical gifts to help fulfill it. A Garou is strongest when the moon’s phase corresponds to her auspice. The first time each month a werewolf sees her auspice moon, she is filled with an exhilarating rush of energy. During that moon phase, however, the werewolf is even more prone to bouts of Rage than usual.

All auspices are important, for no werewolf can be all things to his people. Each specialty strengthens the pack as a whole when they focus as one. Auspice also determines the inner Rage of the werewolf. Some Garou mothers try to use herbs or other methods to induce labor under a specific moon, which is one of the reasons that Ragabash and Ahroun are roughly as common as the other three auspices, even though the full moon and new moon appear only half as often as any other phase. Each young werewolf studies with an elder of the same auspice, learning particular Gifts and the role Luna has decreed for him in werewolf society. Many werewolves introduce themselves by auspice and tribe to one another:“Kolvar Irontongue, Ahroun to the Shadow Lords” says volumes.

There are things called the Waxing and Waning moon. A Waxing moon occurs the night directly after the end of a specific moon phase; while a Waning moon happens the night prior. Whether the werewolf was born under a waxing or waning moon also shows some influence on his auspice and temperament. The waxing moon is a sign of rising Rage, while the waning moon hints at a cooler, more somber personality. Players might take this aspect of a character’s auspice into account when considering some of the character’s minor personality quirks.

Ragabash:The New Moon, The Trickster.

"Oh, what you’ve described is technically a plan, I suppose. The sort of plan a drooling, brain-dead savage might create, but still a plan. Hey, easy! I wasn’t talking about you — I was talking about the drooling, brain-dead savages massing on our border. I’ve overheard their plans, and they were largely the same as yours. Perhaps you might like to rethink your approach?"

The Ragabash is the mythic trickster, the fool who is alternately foolish and wise. He plays the role of the contrary, questioning tradition in order to find the wisest path. Although the New Moon may seem disrespectful, his wry humor and incisive insights are meant to serve the greater good of the Garou. The clever Ragabash doesn’t question every decision — only those that need it. In the field, the New Moon is a cunning scout and unconventional tactician, leading the enemy into ambushes and striking at their soft underbellies when they least expect it. While other auspices have fairly set roles within their sept and tribe, the Ragabash is usually left to his own devises. He has the gift of flexibility: the opportunity to explore options usually off-limits to other Garou. His insights are sometimes unwelcome, but frequently worthy. When there’s tension in the air, the Ragabash is usually the one to lift it, even if it means putting himself at risk of violence at the hands of a humorless Ahroun. But the New Moon frequently risks it anyway — what sort of trickster would he be if he was afraid to do something unpopular?

Ragabash of the waxing moon are said to be more cheerful and light-hearted than their brethren and are more apt to use humor. Those of the waning moon are supposedly a darker sort, more obsessed with the shadows, secrets, and doom. They are also said to pull ruthless, vicious pranks and use a more biting sense of humor.

Initial Rage: 1.Beginning Gifts: Blur of the Milky Eye, Infectious Laughter, Liar’s Face, Open Seal, Scent of Running Water.Stereotype: It’s a rare Ragabash indeed that lacks a keen wit and the capacity to find some humor in any situation, no matter how bleak. Many other werewolves are slow to take the Ragabash seriously, though, as it’s difficult to tell the difference between a New Moon’s mockery that points out a grievous flaw in a plan and similar mockery that simply amuses him. Sometimes a Ragabash points out that the emperor has no clothes — but sometimes they’re the first to cry wolf, so to speak.

Theurge:The Crescent Moon, The Seer

"I hear their voices. The earth grows hot with anger. The wind is cold with scorn. They are all around us, awaiting my call."

The sickle-shaped crescent moon grants the gift of insight. The Theurges are the mystics of the Garou, closer than any to the Umbra and its denizens. They peer deep into the shadowed recesses of the spirit world, and are tasked with dealing with the secrets they find there — one way or another. Some call these seers the daydreamers of the werewolves, and many do seem to be a bit detached from their brethren. They can see and hear things that others cannot, as if they live half in the world of the physical and half in the world of the spirit. For all her alien solitude, though, the Theurge holds an important place in any pack. Without her, the werewolves would forget the spiritual side of their nature. They might wander lost and blind if they did not have her visions and dreams to guide them.

Those Theurges born under the waning moon frequently have a harsher, more adversarial relationship with the spirit world — they tend to excel at binding and forcing spirits to their will, and are more vicious when battling spirits. Theurges born under the waxing moon tend to be more generous and open with the spirits, charming and cajoling rather than intimidating and threatening - they often form friendships with the spirits they serve or command.

Initial Rage: 2.Beginning Gifts: Mother’s Touch, Sense Wyrm, Spirit Snare, Spirit Speech, Umbral Tether.Stereotype: The Crescent Moons can be strange and enigmatic, prone to falling into the convoluted symbolic logic of the spirits they truck with rather than the more familiar logic of humanity.

Philodox:The Half Moon, The Mediator

"You abandoned your post to aid a packmate. To save another Garou’s life is commendable; to think of your packmate before yourself is proper. But to put the sept in danger is foolish and disregards the lives of your fellows. You must pay the price for that. I levy the punishment of ordeal. Perhaps your love of your pack will encourage you to excel here and wipe the stain from your honor."

The half moon is balance and duality, standing between two worlds. The Garou is both wolf and human, flesh and spirit, fury and wisdom, savage and savant. The Philodox embraces this duality, attempting to harness it with balance. The Half Moon acts as counselor, mediator and law-keeper to his pack. Where the Ragabash must question the laws, the Philodox must interpret them, finding the wisest answer out of many. Half Moons are called to judge, for better or for worse. Theirs is the task to set punishment when the Garou stray from the path, and to determine when a werewolf’s actions are particularly meritorious. They are frequently leaders in times of peace, but often cede command to Ahroun or Galliards when war breaks out.

Those born under the waxing Half Moon may seem unusually serene and disaffected, their emotions only emerging when their Rage comes to a boil. The waning-moon Philodox is more incisive and judgmental, his all-seeing eye always carefully watching his packmates and colleagues for any departure from the expected.

Initial Rage: 3.Beginning Gifts: Fangs of Judgment, Persuasion, Resist Pain, Scent of the True Form, Truth of Gaia.Stereotype: Buried so heavily in his role as impartial judge and jury, the Philodox may seem aloof, even surprisingly cold-blooded for a werewolf. The Half Moons’ opinions are somewhat feared, yet highly respected — a word of praise or condemnation means much coming from those born to see both sides of every struggle.

Galliard:The Gibbous Moon, The Moon Dancer

"You should be afraid, brothers and sisters. This is Kyrrth’takla, Beast of a Thousand Mouths, they have awoken. The stories of its strength are terrifying. But I know you. I’ve been honored to fight alongside you, and I know you will not be afraid. What you want is the glory of tearing this abomination apart — and my brothers and sisters, we will have it!"

The Galliard sings the soul of the Garou to the near-full moon, howling of their joys and sorrows, their triumphs and losses. She is the voice of the People, calling them to battle and inspiring them to greatness in life and in death. She is also a keeper of traditions, carrying the lore of tribes all the way back to the beginning. A Galliard can rouse the pack from self-pity and suffering when their claws are needed for battle. She can speak caution to a Ragabash, draw a Theurge from his reverie, soften the heart of a Philodox, and soothe the anger of an Ahroun. The Galliard’s art and performance may take many forms — she might be a dancer, a storyteller, a musician or a bit of everything rolled into one. She may even be a leader in times of war. When the battle is done, hers is the voice first raised to praise the sacrifices made by the fallen, and the triumphs of those who still live to fight again.

While all Galliards are prone to immense mirth and immense melancholy, those born under a waning moon fall more readily into dark, consuming passions; they are the tragedians of the Garou, mastering tales of doom, ruin, sacrifice and loss. Conversely, their waxing-moon cousins sing of triumph and conquest, of the pounding heart and the love of life.

Initial Rage: 4.Beginning Gifts: Beast Speech, Call of the Wyld, Heightened Senses, Mindspeak, Perfect Recall.Stereotype: Where the Philodox is stoic, the Galliard is a creature of unbridled passion. The Gibbous Moon is a fiery muse, and stirs its children into great heights and depths of emotion. They tend to be the soul of their pack’s morale — when the Galliard is willing to go on, so too are all the others.

Ahroun:The Full Moon, The Warrior

"No more running. No more surrender. Here we stand and here we fight. We do not walk to Gaia’s arms tonight — we will swim there, in a river of our enemy’s blood! Let them hear your howls and know true fear!"

The Garou’s connection to the moon is much more extensive than human legends state. Every phase has its secret, but human myth comes close to understanding the truth in one aspect: the full moon floods the Warrior with Rage. The Ahroun is the living weapon of Gaia, the lord of bloodshed. He is the warrior among a race of warriors, the champion of a martial people. He is ever ready to kill, and to die if need be. The Ahroun are respected, but also treated with some level of dread. Their killing instinct is inborn; even a Full Moon just past his First Change is more lethal than many veterans of other auspices. Their elders are few — it’s a rare Ahroun that survives the countless battles that are his birthright — but all the more terrifying for their experience. Like the Galliard, the Ahroun is an inspiring leader in time of war, but he leads with deeds and action. He is first into battle and last to retreat — if he ever retreats at all. In times of peace, he relinquishes command to others, but remains ever vigilant, knowing his talent for war will be needed again all too soon.

Those closer to the waxing moon tend to exult in the glory of the war, and are considered more straightforward and a more fervent seeker of Glory; while those closer to the waning moon are more viciously pragmatic, ruthless in their bloodthirst, considered to be more concerned with asserting dominance.

Initial Rage: 5.Beginning Gifts: Falling Touch, Inspiration, Pack Tactics, Razor Claws, Spur Claws.Stereotype: The Ahroun is the archetype of the werewolf as murderous beast, though they range from unapologetic berserkers to hardened veterans tempering their Rage with discipline. Their high levels of Rage put them on the edge at all times — the Full Moon’s blessing is a hair trigger, among other things. Every Ahroun is a dangerous individual to be around, but when the forces of the Wyrm attack, their packmates are glad to have a Full Moon warrior at the front of the charge.

As Ahroun is largely the most common Auspice chosen, here are a few things to keep in mind while roleplaying your Ahroun.

1. Don't hog the light. Yes, you are Gaia's chosen warrior, and most Ahroun consider themselves the leader of the Garou. But that doesn't entitle you to boss other players around in a domineering fashion or assume that your character is the "main" character in a story. Remember that your role is the inspiration to the pack, and part of that entails making sure that every packmate has something significant to do in an adventure. Marking the word "Ahroun" on your application doesn't magically make your character more significant than her packmates.

2. Understand the Curse. Reread the rules for it, and then think about the impact it has on your character. If you're playing a lupus, remember that it affects wolves too. An Ahroun who spends two freebie points to raise Rage to 7 -- not atypical for an Ahroun character -- will as a side effect inherently terrorize 93% of humanity with her mere presence. That's going to have a huge impact on both your personality and on your background. Think about it as you design your character.

3. Don't be a combat monkey. Many Ahroun are spoiling for a fight at every opportunity, and it's perfectly valid to roleplay that... to a point. Your bloodlust should be in-character, not out-of-character; make sure you're not logging on just to roll dice and kill things -- that's not the point of Werewolf at all. Make sure your character is reasonable enough not to spoil others' roleplaying experiences, as well -- if the pack Galliard wants to try her social skills to trick some information out of a Pentex mook, it's really unfair both to the Galliard character and her player for your character to run up and throat him before she can speak. Rigidly "playing in character" and not compromising on "what my character would do in this situation" is not any way a virtue if it makes the game less fun for the other players. Similarly, make sure that your character has goals, desires, and skills that don't relate strictly to combat. If you sit there looking bored and making sarcastic comments whenever there's no action, you're taking away from the game for everybody, and that's not kosher.

So.. you run as if you're infected with Delirium if you stood against Big Bad Wolf Ahroun Rage 10 but your willpower is 3 to overwhelm his fear?

Quote

Rage has other effects on a werewolf beyond frenzy. Other animals, especially humans, can sense the predator that lurks just under a werewolf’s skin. When a human’s Willpower is less than a werewolf’s Rage, that human will avoid contact with the Garou if at all possible. He might cross the street to avoid “that weirdo,” decide to hail a cab rather than sticking around, or even run in fear. Most humans have a Willpower score of between 2 and 4, so the Curse is no laughing matter. Humans aren’t the only creatures affected by the Curse: wolves and other animals avoid the Garou whenever possible. This Curse makes normal relationships with humans and wolves very hard, and maintaining a family next to impossible. The Rage within a werewolf makes even their own Kinfolk uncomfortable, albeit to a lesser degree. Only other werewolves can offer a Garou true companionship. The Litany commands against the logical result of such close companionship.